﻿Shader "xinyuan/NatureManufacture Shaders/Terrain Lit Normal"
{
	Properties
	{
		[HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0
		_HeightTransition("Height Transition", Range(0, 1.0)) = 0.0
		// Layer count is passed down to guide height-blend enable/disable, due
		// to the fact that heigh-based blend will be broken with multipass.
		[HideInInspector][PerRendererData] _NumLayersCount("Total Layer Count", Float) = 1.0

		// set by terrain engine
		[HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
		[HideInInspector] _Splat3("Layer 3 (A)", 2D) = "grey" {}
		[HideInInspector] _Splat2("Layer 2 (B)", 2D) = "grey" {}
		[HideInInspector] _Splat1("Layer 1 (G)", 2D) = "grey" {}
		[HideInInspector] _Splat0("Layer 0 (R)", 2D) = "grey" {}
		[HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {}
		[HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {}
		[HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {}
		[HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {}
		[HideInInspector] _Mask3("Mask 3 (A)", 2D) = "grey" {}
		[HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {}
		[HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {}
		[HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {}
		[HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0
		[HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0
		[HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0
		[HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0
		[HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 0.5
		[HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 0.5
		[HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 0.5
		[HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 0.5
			_NMNormal("_NMNormal", Range(0.0, 5.0)) = 0
			// used in fallback on old cards & base map
			[HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "grey" {}
			[HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1)

			[HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}

			[ToggleUI] _EnableInstancedPerPixelNormal("Enable Instanced per-pixel normal", Float) = 1.0
	}

		HLSLINCLUDE

#pragma multi_compile_fragment __ _ALPHATEST_ON

				ENDHLSL

				SubShader
			{
				Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "False"}

				Pass
				{
					Name "ForwardLit"
					Tags { "LightMode" = "UniversalForward" }
					HLSLPROGRAM
					#pragma target 3.0

					#pragma vertex SplatmapVert
					#pragma fragment SplatmapFragment

					#define _METALLICSPECGLOSSMAP 1
					#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1

				// -------------------------------------
				// Universal Pipeline keywords
				#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
				#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
				#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
				#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
				#pragma multi_compile_fragment _ _SHADOWS_SOFT
				#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
				#pragma multi_compile _ SHADOWS_SHADOWMASK
				#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION

				// -------------------------------------
				// Unity defined keywords
				#pragma multi_compile _ DIRLIGHTMAP_COMBINED
				#pragma multi_compile _ LIGHTMAP_ON
				#pragma multi_compile_fog
				#pragma multi_compile_instancing
				#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap

				#pragma shader_feature_local_fragment _TERRAIN_BLEND_HEIGHT
				#pragma shader_feature_local _NORMALMAP
				#pragma shader_feature_local_fragment _MASKMAP
				// Sample normal in pixel shader when doing instancing
				#pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL

				#include "NM_TerrainLitInput.hlsl"
				#include "NM_TerrainLitPasses.hlsl"
				ENDHLSL
			}

			Pass
			{
				Name "ShadowCaster"
				Tags{"LightMode" = "ShadowCaster"}

				ZWrite On
				ColorMask 0

				HLSLPROGRAM
				#pragma target 2.0

				#pragma vertex ShadowPassVertex
				#pragma fragment ShadowPassFragment

				#pragma multi_compile_instancing
				#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap

				#include "Packages/com.xinyuan.render-pipelines/Shaders/Terrain/TerrainLitInput.hlsl"
				#include "Packages/com.xinyuan.render-pipelines/Shaders/Terrain/TerrainLitPasses.hlsl"
				ENDHLSL
			}

			Pass
			{
				Name "GBuffer"
				Tags{"LightMode" = "UniversalGBuffer"}

				HLSLPROGRAM
				#pragma exclude_renderers gles
				#pragma target 3.0
				#pragma vertex SplatmapVert
				#pragma fragment SplatmapFragment

				#define _METALLICSPECGLOSSMAP 1
				#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1

				// -------------------------------------
				// Universal Pipeline keywords
				#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
				#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
				//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
				//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
				#pragma multi_compile _ _SHADOWS_SOFT
				#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE

				// -------------------------------------
				// Unity defined keywords
				#pragma multi_compile _ DIRLIGHTMAP_COMBINED
				#pragma multi_compile _ LIGHTMAP_ON
				#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
				//#pragma multi_compile_fog
				#pragma multi_compile_instancing
				#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap

				#pragma shader_feature_local _TERRAIN_BLEND_HEIGHT
				#pragma shader_feature_local _NORMALMAP
				#pragma shader_feature_local _MASKMAP
				// Sample normal in pixel shader when doing instancing
				#pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
				#define TERRAIN_GBUFFER 1

				#include "Packages/com.xinyuan.render-pipelines/Shaders/Terrain/TerrainLitInput.hlsl"
				#include "Packages/com.xinyuan.render-pipelines/Shaders/Terrain/TerrainLitPasses.hlsl"
				ENDHLSL
			}

			Pass
			{
				Name "DepthOnly"
				Tags{"LightMode" = "DepthOnly"}

				ZWrite On
				ColorMask 0

				HLSLPROGRAM
				#pragma target 2.0

				#pragma vertex DepthOnlyVertex
				#pragma fragment DepthOnlyFragment

				#pragma multi_compile_instancing
				#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap

				#include "Packages/com.xinyuan.render-pipelines/Shaders/Terrain/TerrainLitInput.hlsl"
				#include "Packages/com.xinyuan.render-pipelines/Shaders/Terrain/TerrainLitPasses.hlsl"
				ENDHLSL
			}

				// This pass is used when drawing to a _CameraNormalsTexture texture
				Pass
				{
					Name "DepthNormals"
					Tags{"LightMode" = "DepthNormals"}

					ZWrite On

					HLSLPROGRAM
					#pragma target 2.0
					#pragma vertex DepthNormalOnlyVertex
					#pragma fragment DepthNormalOnlyFragment

					#pragma shader_feature_local _NORMALMAP
					#pragma multi_compile_instancing
					#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap

					#include "Packages/com.xinyuan.render-pipelines/Shaders/Terrain/TerrainLitInput.hlsl"
					#include "Packages/com.xinyuan.render-pipelines/Shaders/Terrain/TerrainLitPasses.hlsl"
					ENDHLSL
				}

				Pass
				{
					Name "SceneSelectionPass"
					Tags { "LightMode" = "SceneSelectionPass" }

					HLSLPROGRAM
					#pragma target 2.0

					#pragma vertex DepthOnlyVertex
					#pragma fragment DepthOnlyFragment

					#pragma multi_compile_instancing
					#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap

					#define SCENESELECTIONPASS
					#include "Packages/com.xinyuan.render-pipelines/Shaders/Terrain/TerrainLitInput.hlsl"
					#include "Packages/com.xinyuan.render-pipelines/Shaders/Terrain/TerrainLitPasses.hlsl"
					ENDHLSL
				}

				UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
			}
				Dependency "AddPassShader" = "NatureManufacture Shaders/NM_Lit (Add Pass Terrain)"
				Dependency "BaseMapShader" = "NatureManufacture Shaders/Lit (Base Pass Terrain)"
				Dependency "BaseMapGenShader" = "NatureManufacture Shaders/NM_Lit (Basemap Gen Terrain)"
					

				//CustomEditor "UnityEditor.Rendering.Universal.TerrainLitShaderGUI"

}
